|||
Home
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
All Rules
|
Downtime Rules
Infinite Worlds
/
Weird
Weird Adventurers
Source
Galaxy Exploration Manual pg. 92
Player characters are exceptional, and no origin’s more exceptional than growing up on a weird world. These planets rarely appeal to mainstream residents, instead attracting an eclectic mix of the desperate, the academic, and the opportunistic—all shaped into rugged survivors by the experience. The “sea legs” of a child raised on an immense living creature’s surface give them extraordinary balance, represented by Acrobatics skill, and for those living worlds that can listen, learning the planet’s language and honing one’s Diplomacy can outright avert earthquakes. On volcanic worlds, freshly hardened rock formations can block paths, and a keen eye is critical to spotting solid ground, requiring capable Athletics, Perception, and Physical Science training. The weirder the world, the more likely magic is involved, and Mysticism is often more valuable than Life Science or Survival when navigating enchanted turf.